3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <server/items.qh>
6 #include <common/weapons/_all.qh>
8 spawnfunc(target_items);
10 //***********************
11 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
12 //***********************
14 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
17 spawnfunc(ammo_shells) { spawnfunc_item_shells(this); }
20 spawnfunc(ammo_bullets) { spawnfunc_item_bullets(this); }
23 spawnfunc(ammo_grenades) { spawnfunc_item_rockets(this); }
26 spawnfunc(weapon_prox_launcher) { spawnfunc_weapon_minelayer(this); }
27 spawnfunc(ammo_mines) { spawnfunc_item_rockets(this); }
30 spawnfunc(weapon_lightning) { spawnfunc_weapon_electro(this); }
31 spawnfunc(ammo_lightning) { spawnfunc_item_cells(this); }
34 spawnfunc(weapon_plasmagun) { spawnfunc_weapon_hagar(this); }
35 spawnfunc(ammo_cells) { spawnfunc_item_rockets(this); }
38 spawnfunc(weapon_railgun) { spawnfunc_weapon_vortex(this); }
39 spawnfunc(ammo_slugs) { spawnfunc_item_cells(this); }
42 spawnfunc(weapon_bfg) { spawnfunc_weapon_crylink(this); }
43 spawnfunc(ammo_bfg) { spawnfunc_item_cells(this); }
45 // grappling hook -> hook
46 spawnfunc(weapon_grapplinghook) { spawnfunc_weapon_hook(this); }
49 spawnfunc(ammo_rockets) { spawnfunc_item_rockets(this); }
52 spawnfunc(item_armor_body) { spawnfunc_item_armor_mega(this); }
53 spawnfunc(item_armor_combat) { spawnfunc_item_armor_big(this); }
54 spawnfunc(item_armor_shard) { spawnfunc_item_armor_small(this); }
55 spawnfunc(item_enviro) { spawnfunc_item_invincible(this); }
57 // medkit -> armor (we have no holdables)
58 spawnfunc(holdable_medkit) { spawnfunc_item_armor_mega(this); }
60 // doubler -> strength
61 spawnfunc(item_doubler) { spawnfunc_item_strength(this); }
66 // weapon remove ent from df
67 void target_init_verify(entity this)
70 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
71 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
72 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
79 //setsize(targ, trigger.mins, trigger.maxs);
80 //setorigin(targ, trigger.origin);
85 spawnfunc(target_init)
87 this.spawnflags = 0; // remove all weapons except the ones listed below
88 this.netname = "shotgun"; // keep these weapons through the remove trigger
89 spawnfunc_target_items(this);
90 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
93 // weapon give ent from defrag
94 void target_give_init(entity this)
96 IL_EACH(g_items, it.targetname == this.target,
98 if (it.classname == "weapon_rocketlauncher" || it.classname == "weapon_devastator") {
99 this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
100 this.netname = cons(this.netname, "devastator");
102 else if (it.classname == "weapon_lightning") {
103 this.ammo_cells += it.count * WEP_CVAR_PRI(electro, ammo); // WEAPONTODO
104 this.netname = cons(this.netname, "electro");
106 else if (it.classname == "weapon_plasmagun") {
107 this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
108 this.netname = cons(this.netname, "hagar");
110 else if (it.classname == "weapon_bfg") {
111 this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
112 this.netname = cons(this.netname, "crylink");
114 else if (it.classname == "weapon_grenadelauncher" || it.classname == "weapon_mortar") {
115 this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
116 this.netname = cons(this.netname, "mortar");
118 else if (it.classname == "item_armor_body")
119 this.armorvalue = 100;
120 else if (it.classname == "item_health_mega")
122 //remove(it); // removing ents in init functions causes havoc, workaround:
123 setthink(it, SUB_Remove);
127 this.spawnfunc_checked = true;
128 spawnfunc_target_items(this);
129 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
132 spawnfunc(target_give)
134 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
137 //spawnfunc(item_flight) /* handled by buffs mutator */
138 //spawnfunc(item_haste) /* handled by buffs mutator */
139 //spawnfunc(item_health) /* handled in t_quake.qc */
140 //spawnfunc(item_health_large) /* handled in t_items.qc */
141 //spawnfunc(item_health_small) /* handled in t_items.qc */
142 //spawnfunc(item_health_mega) /* handled in t_items.qc */
143 //spawnfunc(item_invis) /* handled by buffs mutator */
144 //spawnfunc(item_regen) /* handled by buffs mutator */
146 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
154 bool DoesQ3ARemoveThisEntity(entity this)
156 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
159 if(!teamplay || g_tdm || g_ctf)
163 if (!(!teamplay || g_tdm || g_ctf))
181 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
182 gametypename = "ffa";
184 gametypename = "team";
186 gametypename = "ctf";
188 gametypename = "single";
189 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
190 if(strstrofs(this.gametype, gametypename, 0) < 0)